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  1. Quick Notes: Low Registers (R0 to R7): Accessible by all instructions using general-purpose registers. High Registers (R8 to R12): Accessible by 32-bit instructions specifying a general-purpose register, not all 16-bit instructions. Stack Pointer (R13): Used as the Stack Pointer (SP). Autoaligned to a word, four-byte boundary, ignoring writes to bits [1:0]. Link Register (R14): Subroutine Link Register (LR). Receives return address from PC during Branch and Link (BL) or Branch and Link with Exchange (BLX). Also used for exception return. Treat as a general-purpose register. Program Counter (R15): PC. FPU (Floating Point Unit): Supports single-precision operations - add, subtract, multiply, divide, multiply and accumulate, and square root. Also handles conversions between fixed-point and floating-point formats, and floating-point constant instructions. FPU Registers: Sixteen 64-bit doubleword registers: D0-D15. Thirty-two 32-bit single-word registers: S0-S31. ->Source <- --------------------------------------------------------------------------------------------------------------------------------- In Arm Patching we are using only Low Registers and the FPU. True and false Editing. ~A MOV R0, #1 MOV means Move , by this instruction we are telling the proccessor to move the value 1 to register R0 similar when you assign a variable name : R0 = 1 in most programing languages the true statment always = 1 and the false statment = 0 so #1 = true and #0 = false ~A BX LR BX Means branch exit LR or in another way return the value we stored to the caller. Int Editing : we can use MOV R0, # aswell for the int value but you need to know the integral data types. • byte : Signed: From −128 to 127 ­ ­ ­ ­ ­ ­ ­ ­ ­: Unsigned: From 0 to 255 we can use MOV here if the int value we want is between -128 and 255 so the instruction will be : ~A MOV R0, #-128 or #255 at max • short : Signed: From −32,768 to 32,767 : Unsigned: From 0 to 65,535 in this case we use MOVW the W stands for Word so same as above the instruction will be : ~A MOVW R0, #−32,768 or #65,535 at max NOTE : • Don't forget to return (~A BX LR) • We can Use MVN which mean Move Negative so the Max Negative Value will be #255 for Byte and MVNW for Short #65,535 (Don't add "-" since we already telling the proccessor we are dealing with negative number) • #value will be converted automatically to hex value in the Register means #8 will be 0x00000008 and so on • Int 32 : Signed: From −2,147,483,648 to 2,147,483,647 : Unsigned: From 0 to 4,294,967,295 the typical DWORD in GG : here we move to the advanced Part of this guide: as I said in the Note above the values are converted in the register automatically to hex so the max value in short in hex will be 0x0000FFFF so we have 4 zero's we can't change in the int 32, in this case we use one more instructon MOVT T stands for Top example : MOVW R0, #22136 -> R0 will be : 0X00005678 MOVT R0 , #4660 -> R0 will be : 0x12345678 So in case of INT32 we need 2 things • Convert the value we want to change to hex value • 3 instruction in total the Same concept here work for QWORD aswell (64 bit) 0x0000000000000001 Note : MVN R0, #2 will change to 0xFFFFFFF2 in hex MOV R0, #2 or MOV R0, #0x2 are the same Float and Double: • Float and Double are IEEE 754 Floating-Point: We need the FPU here and things will get a little bit complicated, • we need 2 or 3 registers in this case R0 , R1 and S0(for float) or D0(for double) Suppose the hex value of this float 12.6 is : 0x4149999A same as the int 32 : ~A MOVW R0, #0x999A (R0 = 0x0000999A) ~A MOVT R0, #0x4149 (R0 now = 0x4149999A) now R0 is set but if we return the value (~A BX LR) the result will be : 1095342490 and we don't want that value we want 12.6 as float (This Doesn't Work Because we didn't tell the proccessor that is a float number) the right way is to use FPU VMOV S15, R0 ( VMOV is the instruction MOV in the FPU : by that instruction we mean move the register value of R0 to the FPU register R15 ) VMOV.F32 S0, S15 (here we are telling the FPU we are dealing with Float number (F32) and move the value from S15 to S0 ) for double we use the same concept except we use F64 instead and register D16 and D0 Float : so the final code will be : ~A MOVW R0, #0x999A (R0 = 0x0000999A) ~A MOVT R0, #0x4149 (R0 = 0x4149999A) ~A VMOV S15, R0 ~A VMOV.F32 S0, S15 ~A BX LR ----------------- Double : For double the hex value of 12.6 is : 0x4029333333333333 (Same Concept for Big Float Number) • Here we use R0, R1 , D0 and D16 • divide the hex value 0x4029333333333333 into 2 part 0x40293333 and 0x33333333 one goes for R0 and the other one goes for R1 Be carful of the placement of the hex value we start from the last 4 to the 1st 4 means we start with 0x3333 -> 0x4029 Use same concept of MOVW and MOVT to get the result. Result: ~A MOVW R0, #0x3333 (R0 = 0x00003333) ~A MOVT R0, #0x3333 (R0 = 0x33333333) ~A MOVW R1, # 0x3333 (R1 = 0x00003333) ~A MOVT R1, #0x4029 (R1 = 0x40293333) ~A VMOV D16, R0, R1 (Move value Of R0 and R1 to register D16 Be Careful here R0 last 8 hex 1st then R1 the top 8 hex) ~A VMOV.F64 D0, D16 (here we use F64 and D0 , and D16 instead of F32 , S0 and S15 because the hex value is 64 bit) ~A BX LR ------ This is How you arm patch bool / int / float / double NOTE : When it comes to function args and returns the only register that give return or args are R0,R1,R2,R3 (and SP) this is why we use R0 and VMOV S15/D16 to S0/D0 ARMv8 : In ARMv8, LSL stands for "Logical Shift Left". It is an instruction used to shift the bits in a register to the left by a specified number of bits, and the bits that are shifted off the left-hand end are discarded. LSL can be used with immediate values or with a register value. The immediate value specifies the number of bits to shift, which can be between 0 and 63. When using a register value, the bottom byte of the register specifies the number of bits to shift Example : Level 1 ) LSL X1, X2, #3 --> Shift the contents of X2 left by 3 bits and store the result in X1 -> In this example, X2 is being multiplied by 8 (since 8 is 2 to the power of 3), and the result is stored in X1. Level 2) MOV and LSL example: MOV X1, #0x10 -->Move the value 0x10 into register X1 LSL X1, X1, #3 --> Shift the contents of X1 left by 3 bits (multiply by 8 ) Level 3) Float Value : 3.14159 / Hex : 0x40490FD0 --Load the value 0x0FD00000 into bits 16-31 of W0 • MOVK W0, #0x0FD0, LSL #16 --> W0 = 0x00000FD0 -- Load the value 0x40490000 into bits 32-47 of W0 • MOVK W0, #0x4049, LSL #32 -> W0 = 0x40490FD0 -- Move the value of W0 into single-precision floating-point register S0 • FMOV S0, W0 --> S0 = 0x40490FD0 (interpreted as a floating-point value) Note : 4 bytes hex (32) value we use register W and for float we use S Level 4 ) Double value : 3.14159 / Hex : 0x400921F9F01B866E MOVK X0, #0xF01B866E, LSL #16 -->X0 = 0x00000000F01B866E MOVK X0, #0x400921F9, LSL #48 -->X0 = 0x400921F9F01B866E FMOV D0, X0 Note: 8 bytes hex (64) value we use register X and for Double we use D NOTE: SAME CONCEPT IN AARCH32 WITH (INT, BOOL, FLOAT, AND DOUBLE) LSL and MOV(Z/K) is the diffrences. PART II (LDR / STR): [STRING] ( NON UNITY GAMES ) Little-endian / Big-endians : LDR and STR are instructions used in ARMv7 and ARMv8 architectures to load and store data from memory. LDR stands for "Load Register" and is used to load a value from memory into a register. The syntax for LDR in ARMv7 and ARMv8 is LDR <Register>, [<Address>] STR stands for "Store Register" and is used to store a value from a register into memory. The syntax for STR in ARMv7 and ARMv8 is STR <Register>, [<Address>] where <Register> is the name of the register to load the value into, and <Address> is the memory address from which to load the value. In both cases, the square brackets around <Address> indicate that the value inside the brackets is a memory address, rather than a register. To load the string 'GG TESTING' into a register, you can use the LDR instruction. Assume the pointer to 'G' is 0x00000004 we can use this address as the base address for the LDR instruction. The instruction for loading the first four characters of the string into a 32-bit register (e.g., R1/X1) would be: • LDR R1/X1, [0x00000004] -- R1/X1 = 'GG T' This instruction loads the 32-bit value at memory address 0x00000004 into R1/X1. Note: Use the Move instructions above (PART I) to assign the value (address) to a register BEFOR USING LDR --> LDR R1/X1, [R0] -- R0 = 0x123456789 ( use MOV to assign the correct address to R0 or X0) To load the entire string into a register, you can use the LDR instruction with a register offset. Assuming the string is stored in consecutive memory locations, we can use the following instruction to load the entire string into a register (e.g., R1/X1) LDR R1/X1, [0x00000004], #10 This instruction loads the 32-bit value at memory address 0x00000004 into R1 and increments the base address by 10 (the length of the string). As a result, the entire string 'GG TESTING' will be loaded into R1. ADVANCED : If 'GG TESTING' is a half-word (i.e., each character is 2 bytes or 16 bits) and the pointer to 'G' is located at memory address 0x0000004 + 0x8, then the instructions for loading the string into a register would be different Dummy memory: 0x0000004 (<-- pointer )= 123 0x0000008 = 21 0x000000C = 9999999 0x0000010 = 'GG' 0x0000014 = ' T' -- with space at the start. 0x0000018 = 'ES' etc.. --> between every byte value ( character ) there is 0 [ example in memory 0x00000010 = 71 (G) <-- byte 0x00000011 = 0 <-- byte 0x00000012 = 71 (G) <-- byte 0x00000013 = 0 <-- byte 0x00000014 = 32 (space) <- byte ] To load the half-word 'GG' into a 32-bit register (e.g., R0/X0), we can use the LDRH instruction as follows: LDRH R0, [0x00000004, 0x8] This instruction loads the 16-bit value at memory address 0x00000010 into the lower 16 bits of R0/X0. Since we want to load the first two characters of the string, we add an offset of 0x8 to the base address. Read more about LDR To load the entire string into a register, we can use the LDRH instruction with a register offset as follows: LDRH R0, [0x00000004, 0x8], #0xC This instruction loads the 16-bit value at memory address 0x00000010 into the lower 16 bits of R1, and increments the base address by 0xC (or 12 bytes) to load the remaining characters of the string. The 'GG TESTING' string has a length of 10 characters, which corresponds to 20 bytes (11 characters x 2 bytes per character), so we need to load 12 bytes in addition to the first 2 bytes to load the entire string. AARCH64 : LDRH --> LDURH (Load Unsigned Halfword with a 64-bit offset) or LDSRH (signed) LDURH W0, [X1, #16] ; Load a halfword from the memory address X1 + 16 into W0 This loads a 16-bit unsigned halfword from the memory address X1 + 16 into the 32-bit register W0. Note that the offset value is added to the base register X1 to form the memory address. Also, because LDURH is an unsigned load instruction, the loaded halfword is zero-extended to 32 bits. NOTE: the LDURH instruction is specific to AArch64 architecture and is not available in AArch32 architecture. STR: STR is used to store the contents of a register into a memory location that is addressed using a base register and an optional offset. The contents of the register are written to the memory location, overwriting any previous data that was stored at that location. -->STR Rd, [Rn {, #offset}] where Rd is the source register whose contents will be stored in memory, Rn is the base register that points to the memory location where the data will be stored, and offset is an optional 32-bit offset that is added to the base register to form the memory address. Example of using the STR instruction to store the contents of R0 register into a memory location: --> STR R0/X0, [R1/X1, #4] ; Store the contents of R0/X1 into the memory location R1/X1 + 4. NOTE : STR Wd, [Xn, #offset], imm | the STR instruction with the imm option is only available in AArch64. |--> Wd/Xd, [Xn, #offset] The imm option allows you to add an immediate value to the offset to form the memory address. The immediate value is sign-extended to 64 bits, shifted left by the scale factor (which is determined by the size of the data being transferred), and then added to the offset. -> STR W0, [X1, #0x100], #0x20 -- This stores the contents of register W0 into the memory location pointed to by register X1 plus 0x100 plus 0x20, overwriting any previous data stored at that location. In AArch32, there is no imm option for the STR instruction. However, you can achieve a similar effect by adding the immediate value to the offset before using it in the instruction. Here's an example: ADD R2, R1, #0x120 --> R2 = R1 + 0x120 STR R0, [R2] --> Store R0 at address R2 Here, the ADD instruction adds the immediate value 0x20 to the base register R1, storing the result in R2. The STR instruction then stores the contents of register R0 into the memory location pointed to by register R2. Note: that the immediate value is added to the offset before using it in the instruction, rather than being added as a separate operand like the imm option in AArch64. --->FOR Using LDR / STR on values just LDR/STR R0/X0, [DESTINATION ADDRESS] Note : Unity games use pointers for the string ----------------------------------------------> Converting Float and Double to Hex <--------------------------------- This is mainly IEEE Standard for Floating-Point Arithmetic. (you can skip this part by using online converter) > You need : • Advanced Lua scripting Knowladge. • Math Knowladge. • Binary 32 and 64 Knowladge. --------------Please read--------------
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  2. Well guys, the method is a bit of time consuming, First you play a level and head to your Season Pass screen and do a Fuzzy search, then play and complete another level and head to your Season pass screen and press the increased button (since your value was increased because you got some reward points for that level), there will be 100,000 results or even more than that, to narrow down the results you can play a level and press increased button and after that the unchanged button (by 1) which will reduce the results to 8000 or so, to narrow even more results, go to a level and close the level without playing it and head to your season pass screen and press the unchanged button which will narrow your result to 500 or so, do this (continuously) and finally you will end with 8 to 10 results (if done properly). Take a screenshot of your results and then play a level and note the reward points above the moves of that level before completing it (if it is an easy level then the reward points will be 3 or if hard level then reward points will be 6 etc.). After completing this level head to your reward point screen and check your results in GG and compare them with the screenshot you clicked, let's say that you won 3 points from that level, compare which value has added 3 points to itself (other will add only 1 but there will be a value which will have added 3). So if that value was 100 and after you played that level and got 3 points that value would have increased to 103, change it to 605 and open your season pass screen and see what has happened. You can also change the value to 0 and your season reward screen will take you back to the 1st reward. In short, you have hacked the season pass reward bar. And messing with this value you will come to know that if you change it to different numbers, it will open up different rewards for you. Once you have successfully hacked the reward bar, before closing the game note down your current value and reward bar number and tier number, so that, you may next time find your value easily without doing all this fuzzy search thing. Same method will work on Homescapes and I will post it later on my topic.
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